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Mai Shiranui / Re: Mai Shiranui
« on: July 20, 2016, 01:00:43 PM »It should also be mentioned, even though a lot of ppl may disagree with me on this one: Mai's little Rush autocombo is actually WORTH USING for her. For a combo heavy character like Kyo or Iori, yeah ok you gain absolutely nothing from the little auto combos that you cannot instantly do better on.
I disagree with this, actually. I tried Mai's Rush combo in the lab and unlike KoD's surprisingly good one (IDK why it's plus on block but KOD kinda needs whatever he can get), Mai's has nothing to really recommend for it. The 2nd and 3rd hits are both unsafe on block, and IMO the meterless route to low-height Musasabi no Mai isn't worth it. Remember that one of the goals of a hit-confirm is not just to give you time to recognize that you're hitting the opponent, but also to be safe on block. Mai's Rush Combo doesn't satisfy the 2nd condition because unless you have 0 meter for Musasabi no Mai, there's no way to be safe without stopping at close A (which you really should).
Also, no offense to the SNK devs (they really ARE doing a bang-up job with this game), but just because they INTEND for something to be used doesn't guarantee that it IS useful. Some Rush combos like KoD's are surprisingly useful, but I tested Mai's to look for hidden gold and I'm pretty sure there is none. You're much better off doing c.B > c.A > qcb+C, or even c.B > close B,D > hcf+D (target combo is unsafe, but you can stop at close B, which is safe and still cancellable).
If you want "quick and dirty" damage with Mai, all you really gotta do is stock 1 bar for MAX cancels. Mai's midscreen meterless combos are admittedly ho-hum, but she has much better corner options (s.CD wallstick, qcb+A resets). But a simple MAX-Cancel combo with Mai to qcb+AC > hcf+BD does tons of corner carry and very decent damage.